Shipped Products

Optmizer was the first API/library designed to
handle truely large CAD model rendering. Central
to it's deisgn philosophy was the notion that
managing CAD centric graphical data structures
could be exploited to optimize high prefomance
rendering of large complexe model. In particular
we developed an unique winged nurb data structure
that could be utilized during tessellation to
generate course grained "seamless/crackless"
tessalation.

I was director of engineering that managed all
the products related to InfiniteReality products
including the next generation InfiniteReality.
This was difficult time at SGI and managing this
product to completion was an extraordinary
challenge.

I was key contributor to the design and
developemnt of the G70 shader core. The G70
core was NVIDIA's first programmable shader
core. It was critical that the shader core had
great performance on current games with fixed
function shaders while pushing the envelope on
next generation shaders with branching.

I led the G80 streaming unified compute core
team. It was the worlds first fined grained
super-computer-on-a-chip. The central design
idea was to exploint high latency tolerance of
graphics/stream processing. Rather than
traditional latency queues found in prior
designs a large register file and thread count
was used instead.

I led the architecture team that produced
NVIDIA's first shipping SOC and camera ISP.
Unlike other parts of an SOC the ISP subsystem
is tied to a physical input device and must be
tuned relative to the devices properties. This
required developing from scratch the "3A"
algorithms including a number of novel
techniques for automated calibration and tuning.

I led the core algorithm and engineering image
quality team for the first consumer level
lightfield camera. Lightfield cameras allow you to
refocus pictures after they are taken through a
series of sophisticated image processing steps.